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The same simulation urge runs in many game developers. Fight this urge. Some
artists want their models to be perfect, adding finger joints even when the
character will never be close enough to the camera to see his hands, much less
fingers.
Some programmers like to model physics when simple rules are more fun.
And designers may find detailed character backstories interesting, but that
doesn't mean the backstory needs to be explained in a massive cutscene.
In each
of these cases, the urge for simulation is at odds with the player's needs. And
with game development, anything that is not directly serving the player is just
wasted development effort.
Detail is
only useful when it aids the game. As with D&D, most enemies are only on
the screen for a few seconds. They only need enough actions to support that
brief time, and nothing else.
Instead of adding detailed situational AI or
extra animations that the player won't notice, focus on the one or two unique
things that make that enemy stand out. And make those few things shine for the
time the enemy is actually on screen.
What
concepts does this enemy teach the player? What will the player remember later?
Design around that. If the enemy appears over and over again throughout the
game, make sure they do something different every now and then for variety, but
don't add details just for detail's sake. Design for fun rather than
simulation.
Flexible Systems
One of
the bigger mechanical changes in 4E is Saving Throws. Rather than treat it as a
unique mechanic onto itself as previous editions did, it's been combined into the
standard defense mechanism. So Reflex, Fortitude and Will are just different
flavors of Armor Class, providing four different defense stats that all work
the same way.
Whenever a character does anything attack-like, whether swinging
a sword, breathing fire, or subverting someone's mind, the player rolls an
attack against one of these defense stats. And these numbers scale up like
everything else.
This is a
good example of a standardized system that allows easy adaptability. If the DM
wants to invent a new monster attack, or a new trap, or even improvise a new
action in the middle of a game, it's fairly easy to determine how to resolve
it. Generally, roll an attack or ability and compare it to one of these
defenses.
Having four defense stats means it's easy to generate attacks that
feel unique and different but operate on the same basis mechanically. And by
exposing the underlying math, a good DM knows how to generate unique content
for each encounter and to adjudicate when something strange comes up, which it
usually does.
This
doesn't all translate directly to video games, since we lack a DM at the table
to interpret these rules real-time, but it does give some good guidelines for
feature and content design. Create systems with enough flexibility to cover a
wide range of real situations.
Make sure the mechanics emphasize the
differences between situations rather than flattening them all out to be the
same -- in this example, every player has different values for each of the four
defenses, so an easy way to vary encounters is to focus on different defenses.
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For instance earlier when it mentioned about how the system simplified the use of skills. The point here isn't that you're meant to simply any skill system you have. The point is that a heavily abstract list like what they had in 3ed is counter productive to a smooth running game and it made values that were 0s nearly useless to the player. They took a cumbersome system and made it more streamlined and fitting to the feel they wanted. Which has nothing to do with there being "no new ideas".
As to my feelings on this, I love the article, very informative and I have to say some very good points. I have noticed as a designer I have a tendancy to make systems more complex than they really have to be.
I absolutely hated the random and inappropriate shout out to Miyamoto in the end. He abandoned the core audience to cater to casuals, so he definitely does not belong in an article about D&D 4th edition, a game that proves that you don't have to sacrifice the core to reach out to the casuals. You should’ve mentioned Will Wright or at the very least, Blizzard/Harmonix for creating great games that take creativity from everyday people and everyday life but truly translating them into great games, not half-baked attempts. :p
Extra tidbit on Miyamoto: When asked if Mario Galaxy drew any inspirations from Rachet and Clank with the spherical level designs, he said "Rachet and Clank? I've never heard of that game. Is it a PC game?” I’ve never personally played R&C but how can anyone serious about game design and “innovation” not know R&C? Plus, what kind of response was “Is it a pc game?” Any game he never heard of must be on PC?
Shaun, great point about the D&D blogs and podcasts - lots of good design philosophy there. And many of their core design tips apply to video games as well as RPGs. The Magic the Gathering ones are worth checking out, too.
I'm sorry if the Miyamoto thing didn't work for you. I've always drawn inspiration from his talks on how gardening influenced the design of Pikmin, which I consider to be a great example of seeing game design in the world around you. Which is what I was trying to get to, as plucking design secrets from everyday things is the ultimate expression of thievery. But I may have rushed that point a bit.
The DM Guide, among other things, points out that you can create a game with more moral ambiguity rather than being strictly heroic. While we've seen some video games with ambiguity, heroic definitely wins out in most cases. Maybe video games still have a lot to learn from D&D?
"Published modules can define discrete skill challenges as a way to structure to that annoying time between combats." is also an interesting comment. I haven't played D&D for many years, but I remember when the time between combat was meant to be interesting in its own right without being boiled down to discrete skill challenges. Your comment makes it sound like if you aren't rolling dice, then you can't be having fun. (Which seems at times to be a theme behind 4th edition's design as well.)
And while you call "health packs" a stolen version of D&D's "healing potions," to me "healing surges" seem similar to the "quick recovery when resting" trend that blazed across FPS and even some third-person shooters. They certainly seem grounded in the same logic, of only needing a moment to freely get yourself immediately back into the battle rather than having to squander resources spend precious time being cautious while in search of an external means of healing.
But I was also trying to indicate that the time between combats has historically been a difficult time for designers to deal with. Both electronic and role-playing games have their roots in combat-heavy scenarios, so stretching the design outside of combat space has traditionally been an after-thought for the big releases. Of course, there are plenty of other, smaller games (both digital and paper) that explore those spaces in interesting ways, but I'm honestly happy to see the granddaddy of them all - D&D - explore that space a little more than previous editions.
And on the broader issue of D&D and MMORPG similarities, I tried to address that a touch in the text by pointing out how well D&D has managed to take good ideas from other sources without diluting their own feel. I don't think D&D is just mindlessly copying MMOs - I think they're doing a very clever job of stealing the right ideas and applying them well. But it doesn't mean that D&D is no longer D&D, at least to me.